Menagerie

Prerequisite: Level 11, base cost 2,500 gp.   Facility Rating: 2 (Cramped, 4 Squares)   Supply: 1 Nature   Action: Recruit (crew member with loyalty 5+ and proficiency in Animal Handling, or character with proficiency in Animal Handling).     A Menagerie has two Enclosures big enough to contain a single Large creature. or four Small or Medium creatures.  
Crew Access
While your vessel has an active Menagerie, your Sick Bay can treat Beast and Monstrosity creatures, and you can recruit crew with the Monstrosity creature type.  
Proficiency
When you perform a Recruit action on the facility if you are not proficient with Animal Handling make a wisdom check against DC 15; if successful you gain proficiency with Animal Handling.  
Creature Followers
The DM may allow a character with Animal Handling proficiency to take a Friendly creature of Loyalty 15+ as a follower when leaving the vessel. Discuss this with your DM.  
Install Options
When you install a Menagerie you select a biome for each of the two Enclosures from Arctic, Aquatic, Desert, Forest, Grassland, Mountain, Swamp, the Astral Sea, the Underdark, or Wildspace.   Creatures that match the biome of the Enclosure they are kept in begin friendly with 0 loyalty. Creatures that do not match the biome of the Enclosure they are kept in begin at indifferent reputation with 20 loyalty, and lose one loyalty per Vessel Facility Turn they remain in the incorrect biome.   The DM may allow you to choose a biome from Far Realm, an outer plane, an elemental plane, the ethereal plane, the Feywild or the Shadowfell, but this will cost an extra 1,000 gp to install per Enclosure.   Creatures in your Menagerie must be tracked and may be marked as Defenders and count as crew during Vessel Facility Events, although this may result in them being harmed or killed. If they are not marked as Defenders, Menagerie Creatures are treated as cargo during Vessel Facility Events.   While aboard your vessel, you can use an Install Action on an active Menagerie to change one or both Enclosures from one biome to another if they do not currently contain creatures.  
Recruit Options
When you use the Recruit Action with this facility, choose one of the following options:   Recruit: Creature. You must be docked at a settlement with either Port Authority with renown of 10+ or a Black Market to use this action. Add a creature from the Menagerie Creatures Table to your Menagerie. The character that adds the creature and the crew look after the creature while it remains aboard the vessel.  
  *this creature has multiple subtypes and you must choose a specific one for each creature purchased. If the Biome of the creature is listed as varies, the DM will decide which Biome the creature requires. ⛧this creature may be considered to be a pest, as dangerous, or otherwise outlawed even on the Black Market and at Pirate settlements. The DM will decide if having these items discovered aboard your vessel while docked, or in your inventory and discovered while at a any settlement is a risk with law enforcement or local authorities. They cannot be bought or sold outside of a Black Market.   Recruit: Exotic Creature. You must privately check with the DM before using this action. With the DM’s consent, you can recruit more exotic creatures than those shown in the Menagerie Creatures table to your Menagerie, including those with greater intelligence or varied creature type. The cost of a creature depends on its Challenge Rating, as shown on the Creature Costs by Challenge Rating table. Typically only Beasts and some Monstrosities can be kept in a Menagerie, though the DM might allow other creatures. The DM will decide which Biome the creature requires.   Exotic Creatures cannot be placed in an enclosure that contains any type of creature other than their own. Exotic Creatures are always considered Black Market items. Having these items discovered aboard your vessel while docked, or in your inventory and discovered while at a civilised settlement is a risk with law enforcement or local authorities. They cannot be bought or sold outside of a Black Market. Additionally, keeping an Exotic Creature may be considered a form of slavery.  
  Recruit: Improve Loyalty. Each time you make the Recruit Action and select this option, select one Enclosure and increase the loyalty of each creature within by 1d4. Exotic Creatures may be immune to this loyalty increase at the DM’s discretion, though they might allow you to find another way to increase their loyalty.

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